Friday Facts #443 - More Planet Deliveries
Re: Friday Facts #443 - More Planet Deliveries
Is it just me or doesn't it look like Unloading Bay is actually taking up 3x5, instead of 4x5?
Wow!
Where has Gleba's anus gone?
- GregoriusT
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Re: Friday Facts #443 - More Planet Deliveries
This is due to the Factorio Art Style requiring you to be able to see behind buildings. It would be really bad if Buildings obstructed the view of what is behind them. (seen that with some of Angel's Roboports, it was annoying to say the least)Meehael wrote: Sat Jun 20, 2026 8:11 am Is it just me or doesn't it look like Unloading Bay is actually taking up 3x5, instead of 4x5?
06-20-2026, 10-09-54.png
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
- GregoriusT
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Re: Friday Facts #443 - More Planet Deliveries
I just realized something, what happens if multiple Labs try to control the selected Science?
For example, in the earlygame for a Speedrun or so, you have a cluster of blueprinted Labs, each has one specific Science selected. Will it select a random science of the possible ones available if there is multiple conflicting Labs?
Obviously, there is gonna be easy ways to just configure a single lab to have a giant science queue for a speedrun, but I am still curious what happens in a conflict between labs.
For example, in the earlygame for a Speedrun or so, you have a cluster of blueprinted Labs, each has one specific Science selected. Will it select a random science of the possible ones available if there is multiple conflicting Labs?
Obviously, there is gonna be easy ways to just configure a single lab to have a giant science queue for a speedrun, but I am still curious what happens in a conflict between labs.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Re: Friday Facts #443 - More Planet Deliveries
I'd love to play a version with this style of sprites
Re: Friday Facts #443 - More Planet Deliveries
I also asked this question. No answer yetGregoriusT wrote: Sat Jun 20, 2026 9:08 am I just realized something, what happens if multiple Labs try to control the selected Science?
For example, in the earlygame for a Speedrun or so, you have a cluster of blueprinted Labs, each has one specific Science selected. Will it select a random science of the possible ones available if there is multiple conflicting Labs?
Obviously, there is gonna be easy ways to just configure a single lab to have a giant science queue for a speedrun, but I am still curious what happens in a conflict between labs.
Re: Friday Facts #443 - More Planet Deliveries
From the information given and no information about conflicting settings, a meta puzzle arises.Merssedes wrote: Sat Jun 20, 2026 9:16 amI also asked this question. No answer yetGregoriusT wrote: Sat Jun 20, 2026 9:08 am I just realized something, what happens if multiple Labs try to control the selected Science?
For example, in the earlygame for a Speedrun or so, you have a cluster of blueprinted Labs, each has one specific Science selected. Will it select a random science of the possible ones available if there is multiple conflicting Labs?
Obviously, there is gonna be easy ways to just configure a single lab to have a giant science queue for a speedrun, but I am still curious what happens in a conflict between labs.![]()
Assumption: there was enough information given.
So the research conditions are shared across all labs. It's all still one global research queue, now with a condition for each research. The same as with the schedule for a given train group: if you change the schedule for one train, you change it for all trains within the group.
If different labs activate different conditions, the topmost activated research, seen across all labs, wins.
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Nomadic Steppe
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Re: Friday Facts #443 - More Planet Deliveries
Hi, I was a big fan of the trains in the game, In version 1.0, I had bases with over 100 trains, but in version 2.0, I've already far surpassed my old bases without even using a single train, belts are a better option, So, it's very clear to me that the trains need improvement, but increasing capacity by 30% per quality level isn't enough, I'd vote for a 100% increase in capacity per level, Although, to save screen space, would it be possible for the quality level to increase the stack size of the object rather than the capacity?
Reading the FFF (Final File File), there could also be a machine that loads and unloads the train faster, storing the objects inside.
Something similar to the oil pump that connects from above, a huge vacuum cleaner for very fast loading and unloading. Furthermore, its design would be focused on allowing a greater number of inserters to surround it than if they were used directly with the train, to unload all its contents onto the conveyor belts.
Reading the FFF (Final File File), there could also be a machine that loads and unloads the train faster, storing the objects inside.
Something similar to the oil pump that connects from above, a huge vacuum cleaner for very fast loading and unloading. Furthermore, its design would be focused on allowing a greater number of inserters to surround it than if they were used directly with the train, to unload all its contents onto the conveyor belts.
Re: Friday Facts #443 - More Planet Deliveries
Literally Unplayable!Usul wrote: Fri Jun 19, 2026 11:31 am Ingame cloud animation are very mismatching to depiction of clouds on the background planets.
viewtopic.php?p=694532
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radical_larry
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Re: Friday Facts #443 - More Planet Deliveries
A top-loader for directly inserting items from belts built on top of rails and a bottom-unloader that can only be placed below elevated rails for quick unloading of items directly onto belts. That would be the dream.Nomadic Steppe wrote: Sat Jun 20, 2026 11:37 am Reading the FFF (Final File File), there could also be a machine that loads and unloads the train faster, storing the objects inside.
Something similar to the oil pump that connects from above, a huge vacuum cleaner for very fast loading and unloading. Furthermore, its design would be focused on allowing a greater number of inserters to surround it than if they were used directly with the train, to unload all its contents onto the conveyor belts.
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His_Cogness
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Re: Friday Facts #443 - More Planet Deliveries
Guys... this was a really long post, and the next will be numbered 444... we may be about to witness the final FFF. Thank you devs for the best game I've ever played, and every single change in the last 3 FFFs. (except landmines, I've never used them).
Re: Friday Facts #443 - More Planet Deliveries
Awesome changes. I can not wait to play Factorio 2.1.
The only thing I'm missing that is still on my wish list for Factorio 2.1 is being able to insert blue chips/LDS and rocket fuel into the rocket silo's without the logistic network. Due to the fact rocket silo's use blue chips, LDS and rocket fuel for the construction of rocket's itself, you can not ship these items to a platform without using the logisctic network. But in really big bases the logistic network is a very sub-optimal way to load rocket silo's at large scale. At the same time, especially end-game, and when producing legendary items, you need a lot of blue chips and LDS on aquilo, requireing mass production of those items on other planets and being shipped to aquilo. The only way for me to handle this amount of throughput of blue chips and LDS to other planets was with a mode that lets you construct the rocket in assemblers. My last wish is for a solution that solves this natively in Factorio 2.1.
The only thing I'm missing that is still on my wish list for Factorio 2.1 is being able to insert blue chips/LDS and rocket fuel into the rocket silo's without the logistic network. Due to the fact rocket silo's use blue chips, LDS and rocket fuel for the construction of rocket's itself, you can not ship these items to a platform without using the logisctic network. But in really big bases the logistic network is a very sub-optimal way to load rocket silo's at large scale. At the same time, especially end-game, and when producing legendary items, you need a lot of blue chips and LDS on aquilo, requireing mass production of those items on other planets and being shipped to aquilo. The only way for me to handle this amount of throughput of blue chips and LDS to other planets was with a mode that lets you construct the rocket in assemblers. My last wish is for a solution that solves this natively in Factorio 2.1.
Re: Friday Facts #443 - More Planet Deliveries
Can we have some non-clownish way to void liquids please?
Like pumping molten copper directly into lava/ammonia into ocean.
Like pumping molten copper directly into lava/ammonia into ocean.
Re: Friday Facts #443 - More Planet Deliveries
Extending loading bay range with an infinite promethium research feels like an absolutely perfect fit to me, it'd allow megabasers to do what they do best while not interfering with your choice of range for the vast majority of players and also make it feel less arbitrary!
Re: Friday Facts #443 - More Planet Deliveries
since when you can connect fluid wagon diagonally?
- GregoriusT
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Re: Friday Facts #443 - More Planet Deliveries
you cant! (yet)
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Re: Friday Facts #443 - More Planet Deliveries
That’s one of the announcements of this FFF. In
Re: Friday Facts #443 - More Planet Deliveries
I’m going to assume there’s a single, global, research conditions queue and all labs share it. So you’re either manually selecting research, or the single condition set handles it.GregoriusT wrote: Sat Jun 20, 2026 9:08 am I just realized something, what happens if multiple Labs try to control the selected Science?
For example, in the earlygame for a Speedrun or so, you have a cluster of blueprinted Labs, each has one specific Science selected. Will it select a random science of the possible ones available if there is multiple conflicting Labs?
Obviously, there is gonna be easy ways to just configure a single lab to have a giant science queue for a speedrun, but I am still curious what happens in a conflict between labs.
Re: Friday Facts #443 - More Planet Deliveries
Aquilo looks oddly unlike anything how Aquilo would look, the in-game research - easier seen on the wiki - is depicting the ammonia ocean covered planet that it is, with the occasional ice island, here tho it looks more like a gas giant you could not even land on...
I'm aware, this might just a small nitpick, but it immediately stood out to me.
I'm aware, this might just a small nitpick, but it immediately stood out to me.
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Re: Friday Facts #443 - More Planet Deliveries
Then I am curious as to how it handles multiple labs being connected with a wire, when the whole pop up window shows up to show the culprit of why you cant queue any science.Tricorius wrote: Sat Jun 20, 2026 6:08 pmI’m going to assume there’s a single, global, research conditions queue and all labs share it. So you’re either manually selecting research, or the single condition set handles it.GregoriusT wrote: Sat Jun 20, 2026 9:08 am I just realized something, what happens if multiple Labs try to control the selected Science?
For example, in the earlygame for a Speedrun or so, you have a cluster of blueprinted Labs, each has one specific Science selected. Will it select a random science of the possible ones available if there is multiple conflicting Labs?
Obviously, there is gonna be easy ways to just configure a single lab to have a giant science queue for a speedrun, but I am still curious what happens in a conflict between labs.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...


